/Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h
Actor containing all script accessible world properties.
class AWorldSettings : public [AInfo](API\Runtime\Engine\GameFramework\AInfo), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)
TSoftClassPtr< ...
AISystemClass
TArray<TObject...
AssetUserData
Array of user data stored with the asset
TArray<TObject...
BaseNavmeshDataLayers
A list of runtime data layers that should be included in the base navmesh.
uint8: 1
bEnableAISystem
If set to false AI system will not get created. Use it to disable all AI-related activity on a map
uint8: 1
bEnableWorldBoundsChecks
DEFAULT BASIC PHYSICS SETTINGS If true, enables CheckStillInWorld checks
uint8: 1
bEnableWorldComposition
Enables tools for composing a tiled world.
uint8: 1
bEnableWorldOriginRebasing
World origin will shift to a camera position when camera goes far away from current origin
uint8: 1
bForceNoPrecomputedLighting
Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed.
uint8:  1
bGenerateSingleClusterForLevel
If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels)
uint8: 1
bGlobalGravitySet
If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ
uint8:  1
bHideEnableStreamingWarning
If set to true, this hide the streaming disabled warning available in the viewport
uint8: 1
bHighPriorityLoading
When this flag is set, more time is allocated to background loading (replicated)
uint8: 1
bHighPriorityLoadingLocal
Copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations
uint8:  1
bIncludeGridSizeInNameForFoliageActors
Whether Foliage actors of this world contain their grid size in their name.
uint8:  1
bIncludeGridSizeInNameForPartitionedActors
Whether partitioned actors of this world contain their grid size in their name.
uint8: 1
bMinimizeBSPSections
Causes the BSP build to generate as few sections as possible.
uint8: 1
bOverrideDefaultBroadphaseSettings
uint8: 1
bPlaceCellsOnlyAlongCameraTracks
Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.
uint8: 1
bPrecomputeVisibility
Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level.
uint8:  1
bReuseAddressAndPort
Whether to configure the listening socket to allow reuse of the address and port.
FBroadphaseSett...
BroadphaseSettings
uint8: 1
bUseClientSideLevelStreamingVolumes
Enables client-side streaming volumes instead of server-side.
uint8: 1
bWorldGravitySet
If set to true, when we call GetGravityZ we assume WorldGravityZ has already been initialized and skip the lookup of DefaultGravityZ and GlobalGravityZ
float
CinematicTimeDilation
Additional time dilation used by Sequencer slomo track.
FInteriorSettin...
DefaultAmbientZoneSettings
Default interior settings applied to sounds that have "apply ambient volumes" set to true on their SoundClass.
TObjectPtr< cla...
DefaultBaseSoundMix
Default Base SoundMix.
FVector
DefaultColorScale
Default color scale for the level
TSubclassOf< cl...
DefaultGameMode
GAMEMODE SETTINGS The default GameMode to use when starting this map in the game.
float
DefaultMaxDistanceFieldOcclusionDistance
Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.
TSubclassOf< cl...
DefaultPhysicsVolumeClass
Level specific default physics volume
uint32
DefaultPlacementGridSize
Default size of the grid for placed elements from the editor
FReverbSettings
DefaultReverbSettings
AUDIO SETTINGS Default reverb settings used by audio volumes.
FWorldPartition...
DefaultWorldPartitionSettings
float
DemoPlayTimeDilation
Additional TimeDilation used to control demo playback speed.
float
DynamicIndirectShadowsSelfShadowingIntensity
Controls the intensity of self-shadowing from capsule indirect shadows.
TSubclassOf< cl...
GameNetworkManagerClass
Class of GameNetworkManager to spawn for network games
float
GlobalDistanceFieldViewDistance
Distance from the camera that the global distance field should cover.
float
GlobalGravityZ
Optional level specific gravity override set by level designer
TArray< struct ...
HierarchicalLODSetup
Hierarchical LOD Setup
FTransform
HLODBakingTransform
Specify the transform to apply to the source meshes when building HLODs.
TSoftClassPtr< ...
HLODSetupAsset
If set overrides the level settings and global project settings
uint32
InstancedFoliageGridSize
Size of the grid for instanced foliage actors, only used for partitioned worlds
float
KillZ
Any actor falling below this level gets destroyed
TSubclassOf<UD...
KillZDamageType
The type of damage inflicted when a actor falls below KillZ.
uint32
LandscapeSplineMeshesGridSize
FVector
LevelInstancePivotOffset
Additional transform applied when applying LevelStreaming Transform to LevelInstance
FLightmassWorld...
LightmassSettings
LIGHTMASS RELATED SETTINGS
float
MaxGlobalTimeDilation
Highest acceptable global time dilation.
float
MaxUndilatedFrameTime
Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.
float
MinGlobalTimeDilation
Lowest acceptable global time dilation.
float
MinUndilatedFrameTime
Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.
FNaniteSettings
NaniteSettings
NANITE SETTINGS
uint32
NavigationDataBuilderLoadingCellSize
Loading cell size used when building navigation data iteratively.
uint32
NavigationDataChunkGridSize
Size of the grid for navigation data chunk actors
TObjectPtr<UNa...
NavigationSystemConfig
Holds parameters for NavigationSystem's creation.
TObjectPtr<UNa...
NavigationSystemConfigOverride
Overrides NavigationSystemConfig.
int32
NumHLODLevels
TSoftObjectPtr<...
OverrideBaseMaterial
If set overrides the project-wide base material used for Proxy Materials
int32
PackedLightAndShadowMapTextureSize
RENDERING SETTINGS Maximum size of textures for packed light and shadow maps
TObjectPtr< cla...
PauserPlayerState
If paused, PlayerState of person pausing the game.
TSubclassOf< cl...
PhysicsCollisionHandlerClass
Optional level specific collision handler
TArray< struct ...
ReplicationViewers
Valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client)
float
TimeDilation
Normally 1 - scales real time passage.
TEnumAsByte< en...
VisibilityAggressiveness
Determines how aggressive precomputed visibility should be.
int32
VisibilityCellSize
PRECOMPUTED VISIBILITY SETTINGS World space size of precomputed visibility cells in x and y.
float
WorldGravityZ
Current gravity actually being used
TObjectPtr<UWo...
WorldPartition
float
WorldToMeters
Scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)